//////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2008-2010, Shane J. M. Liesegang
// All rights reserved.
// 
// Redistribution and use in source and binary forms, with or without 
// modification, are permitted provided that the following conditions are met:
// 
//     * Redistributions of source code must retain the above copyright 
//       notice, this list of conditions and the following disclaimer.
//     * Redistributions in binary form must reproduce the above copyright 
//       notice, this list of conditions and the following disclaimer in the 
//       documentation and/or other materials provided with the distribution.
//     * Neither the name of the copyright holder nor the names of any 
//       contributors may be used to endorse or promote products derived from 
//       this software without specific prior written permission.
// 
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 
// POSSIBILITY OF SUCH DAMAGE.
//////////////////////////////////////////////////////////////////////////////


#include "TextRendering.h"

#include "Camera.h"
#include "VecStructs.h"
#include "Log.h"

#include "FTFont.h"
#include "FTGLTextureFont.h"


std::map<String, FTFont*> _fontCache;

const bool RegisterFont(String filename, int pointSize, String nickname)
{
        std::map<String,FTFont*>::iterator it = _fontCache.find(nickname);
        if(it != _fontCache.end())
        {
                UnRegisterFont(nickname);
        }

        FTFont *font = new FTGLTextureFont(filename.c_str());
        if(font->Error())
        {
                sysLog.Log("Failed to open font " + filename);
                return false;
        }
        if(!font->FaceSize(pointSize))
        {
                sysLog.Log("Failed to set size.");
                return false;
        }
        font->CharMap(FT_ENCODING_NONE);
        font->UseDisplayList(true);

        _fontCache[nickname] = font;
        return true;
}

const bool UnRegisterFont(String nickname)
{
        std::map<String,FTFont*>::iterator it = _fontCache.find(nickname);
        if (it == _fontCache.end())
        {
                sysLog.Log("No font called \"" + nickname + "\"; un-registration failed.");
                return false;
        }
        delete it->second;
        it->second = NULL; 
        _fontCache.erase(it);
        return true;
}

Vector2 DrawGameText(String text, String nickname, int pixelX, int pixelY, float angle)
{
        Vector2 forReturn;

        std::map<String,FTFont*>::iterator it = _fontCache.find(nickname);
        if (it == _fontCache.end())
        {
                return forReturn;
        }

        Vec2i winDimensions;
        winDimensions.X = theCamera.GetWindowWidth();
        winDimensions.Y = theCamera.GetWindowHeight();
        pixelY = winDimensions.Y - pixelY;

        //set up projection
        glMatrixMode(GL_PROJECTION);
        glPushMatrix();
        glLoadIdentity();
        gluOrtho2D(0, winDimensions.X, 0, winDimensions.Y);

        //set up modelview
        glMatrixMode(GL_MODELVIEW);
        glPushMatrix();
        glLoadIdentity();
        glTranslatef((GLfloat)pixelX, (GLfloat)pixelY, 0);
        glRotatef(angle, 0, 0, 1);

        glEnable(GL_TEXTURE_2D);
        glDisable(GL_DEPTH_TEST);
        it->second->Render(text.c_str());
        glDisable(GL_TEXTURE_2D);
        glEnable(GL_DEPTH_TEST);

        glPopMatrix();
        glMatrixMode(GL_PROJECTION);
        glPopMatrix();
        glMatrixMode(GL_MODELVIEW);

        float llx, lly, llz, urx, ury, urz;
        it->second->BBox(text.c_str(), llx, lly, llz, urx, ury, urz);
        forReturn.X = urx - llx;
        forReturn.Y = ury - lly;        
        return forReturn;
}

Vector2 GetTextExtents(String text, String nickname)
{
        Vector2 forReturn;

        std::map<String,FTFont*>::iterator it = _fontCache.find(nickname);
        if (it == _fontCache.end())
        {
                return forReturn;
        }

        float llx, lly, llz, urx, ury, urz;
        it->second->BBox(text.c_str(), llx, lly, llz, urx, ury, urz);
        forReturn.X = urx - llx;
        forReturn.Y = ury - lly;        
        return forReturn;
}